The minimum bonus in case of using missiles/rockets (including static launchers) is the price of the ammo. – this only applies for the more expensive vehicles – APCs, Tanks, Helicopters, Jets, etc.

The missile/rocket price is also paid if the vehicle is empty for more than 1 minute and the previous crew of the vehicle was hostile – also only applies for the more expensive vehicles

If the player hits a vehicle with a missile/rocket right after destruction, the price of the ammo will be refunded – this is to avoid the frustration of the bonus not being paid when multiple team members engage a hostile vehicle

Hitting vehicles which are in base area will not yield reward, unless they shoot inside the base area. This can be reset by going into the inner (3 dimensional -up to tower OR plane height!) area or leaving and entering the base area again.

Mine kill improvements

Players now get mine kills even after death or reconnecting. This means players will always get bonus for kill or punishment for teamkill with a mine.

Players now can detonate mines which were placed before death if they are revived.

Players now get 500 Cr punishment for mine teamkills instead of 2000Cr (only auto-triggered/time triggered) and 1/4 of the the friendly vehicle hit punishment.

Mobile Service points

All vehicles which has refuel/reammo/repair capabilities now use the custom service point script.

Players can only use friendly mobile service points (side depends on last side which occupied the vehicle)

Owner (the player who spawned it) of the mobile service point get 300 Cr for each completed service action.

Service capable vehicles which are in the mission at start also have the mobile service point feature

Using a mobile service point prolongs its cleanup time

General service point tweaks

Tweak: Passenger of the vehicle can’t start a service action anymore.

Tweak: Vehicles need to touch the ground in order to have the service actions (avoiding falling helicopters due to engine being shut down)

Removed vehicle repair and refuel actions from owned flags

Kill event improvements

Killing another infantry in ‘Firing from vehicle’ position is now counts as infantry kill, thus the player gets the kill bonus for it.

Mine kills now count as infantry kills, even if the player is in a vehicle at the moment of the kill.

Kills with UAV now counts into the player’s score.

Mine and UAV team kills are now shown differently in chat.

Disabled critical hit for teamikills.

Base protection improvements

Tweaked: base protection AA’s defense gun targeting.

Fixed: at very close ranges base protection AA guns would not shoot at their targets.

Fixed: in some cases base protection AA missile targeting would fail and not fire the missiles at all

Tweaked: If AA missile targeting fails, the request is put back to queue

Reworked artillery defense script. Now it should be more accurate in general, but also got a random spread in some cases

Tweaked: cooldown of the defense punishment value (if the value reaches 1, a defense mechanism is requested) is changed from 2 minutes to 5 minutes

Added a new event which triggers if a player fires a lock-on missile against a vehicle inside protected zone. It adds up to the same value as the killing someone in the protected area. (Example: firing lock-on missile (0.5) + killing a vehicle (0.5) = 1 will cause the defense mechanism to trigger)

Player leaving the base area will now set to vulnerable within a random time interval of 5 to 15 seconds instead of instantly – Making it less predictable for base campers. Firing will instantly make the player and its vehicle to lose invulnerability.

Parachuting and air vehicle transport bonus tweaks

Paradropping infantry is now exclusive to air vehicles with ramp door – Huron,Taru Transport,Mohawk,Infantry transport Blackfish and Xi’an.

Enabling paradrop is now done by opening the ramp door. Only the pilot or the piloting copilot can open or close it.

Players who are only in cargo seat positions can use the parachutes. This excludes all the turret and copilot positions.

Added a parachute UI icon for the players who can use or enable the parachutes. The color of the icon changes depending on the cargo ramp door’s state and air vehicle’s height. Black: cargo door is closed, parachuting disabled, Orange: cargo door is open, parachuting enabled, but the vehicle is under 150m altitude. Green: cargo door is open and the vehicle is over 150m altitude.

Tweaked air vehicle transport bonus formula. Compared to the previous one, it yields more money below 4km distance per passenger.

Transport bonus now pays 1/2 instead of 1/3 of the normal bonus if players use parachutes.

Minimum distance from objectives for transport bonus is now increased to 1000m in case of sniper passengers. For all the other infantry classes, it’s still 600m

Squad members now have orange nametags and orange colored markers on map.

Tweaked: either killer or victim needs to be inside the flag circle to get attack or defend bonus for kills.

Disabled auto center of map per request

Added flag animation on objective capture.

Increased view distance from 2500m to 3500m.

Reworked vehicleshop description. Added loadout and sensor info in the new advanced tab.

EUTW – EUROPEAN TACTICAL WARFARE

EUTW is a gaming community and creators of the increasingly popular mod entitled "EUTW PVP Warfare" mod for Arma 3.

Please visit our social media sites, sign up on our forums, and join this Steam Group for updates.
Be sure to check out the EUTW PVP Warfare Wiki for help in answering questions you may have about the mod.
There are currently 2 main servers to play on which are hosting our missions.

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